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::: mobileOnly
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<!-- toc -->
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- [Basic Rules](#basic-rules)
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* [Phases of a Turn](#phases-of-a-turn)
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- [Types of Cards](#types-of-cards)
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* [Towers](#towers)
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* [Mechas](#mechas)
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* [Commands](#commands)
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* [Pilots](#pilots)
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- [Types of Counters](#types-of-counters)
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* [Durability](#durability)
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* [Armour](#armour)
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* [Time](#time)
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- [List of Keyword Mechanics](#list-of-keyword-mechanics)
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* [Armour X](#armour-x)
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* [Pierce](#pierce)
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* [Flight](#flight)
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* [Reach](#reach)
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* [Speed X](#speed-x)
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* [Range X](#range-x)
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* [Haste](#haste)
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* [Provide Xu](#provide-xu)
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- [Other Rules and Corner Case Rulings](#other-rules-and-corner-case-rulings)
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* [Mulligans](#mulligans)
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* [Maximum Hand Size](#maximum-hand-size)
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* [Pilot Idiocy](#pilot-idiocy)
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* [Duplicate Phase Skipping](#duplicate-phase-skipping)
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<!-- tocstop -->
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:::
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Basic Rules
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===
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The goal of the game is to attack your opponent directly five times. Each time a player is attacked directly, they place the top card of their deck in the damage zone. Once there are five cards in a player's damage zone, that player loses the game.
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The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of at least 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
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The game takes place on a 5\*7 grid (wider than it is long). Players start the game with a deck of at least 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
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When combat between units is initiated, the attacker's power is subtracted from the defender's durability. When a unit's durability reaches zero, it is destroyed and discarded.
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